﻿<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="utf-8" />
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"/>
    <title>DestinyCore</title>
    <link rel="icon" type="image/x-icon" href="~/logo.ico" />
    <link rel="shortcut icon" type="image/x-icon" href="~/logo.ico" />
    <link rel="stylesheet" href="~/lib/bootstrap/dist/css/bootstrap.min.css" />
    <script src="~/js/jquery.min.js"></script>
    <script src="~/js/three.min.js"></script>
    <link rel="stylesheet" href="~/css/site.css" />
</head>
<body>
    <partial name="_Nav" />
    <div class="container body-container">
        @RenderBody()
    </div>
    <div class="copyright">
        <a>版权所有　DestinyCore</a>
    </div>
    <script src="~/lib/jquery/dist/jquery.slim.min.js"></script>
    <script src="~/lib/bootstrap/dist/js/bootstrap.bundle.min.js"></script>
    <script type="text/javascript">
        var SEPARATION = 100, AMOUNTX = 60, AMOUNTY = 40;
        var container;
        var camera, scene, renderer;
        var particles, particle, count = 0;
        var mouseX = 0, mouseY = 0;
        var windowHalfX = window.innerWidth / 2;
        var windowHalfY = window.innerHeight / 2;
        window.onload(function () {

            console.log(1111);
            init();		//初始化
            animate();	//动画效果
        });
        $(function () {
            console.log(1111);
            init();		//初始化
            animate();	//动画效果
        });

        //初始化
        function init() {
            container = document.createElement('div');	//创建容器
            document.body.appendChild(container);			//将容器添加到页面上
            camera = new THREE.PerspectiveCamera(120, window.innerWidth / window.innerHeight, 1, 1500);		//创建透视相机设置相机角度大小等
            camera.position.set(0, 450, 2000);		//设置相机位置
            scene = new THREE.Scene();			//创建场景
            particles = new Array();

            var PI2 = Math.PI * 2;
            //设置粒子的大小，颜色位置等
            var material = new THREE.ParticleCanvasMaterial({
                color: 0x0f96ff,
                vertexColors: true,
                size: 4,
                program: function (context) {
                    context.beginPath();
                    context.arc(0, 0, 0.01, 0, PI2, true);	//画一个圆形。此处可修改大小。
                    context.fill();
                }
            });
            //设置长条粒子的大小颜色长度等
            var materialY = new THREE.ParticleCanvasMaterial({
                color: 0xffffff,
                vertexColors: true,
                size: 1,
                program: function (context) {

                    context.beginPath();
                    //绘制渐变色的矩形
                    var lGrd = context.createLinearGradient(-0.008, 0.25, 0.016, -0.25);
                    lGrd.addColorStop(0, '#16eff7');
                    lGrd.addColorStop(1, '#0090ff');
                    context.fillStyle = lGrd;
                    context.fillRect(-0.008, 0.25, 0.016, -0.25);  //注意此处的坐标大小
                    //绘制底部和顶部圆圈
                    context.fillStyle = "#0090ff";
                    context.arc(0, 0, 0.008, 0, PI2, true);    //绘制底部圆圈
                    context.fillStyle = "#16eff7";
                    context.arc(0, 0.25, 0.008, 0, PI2, true);    //绘制顶部圆圈
                    context.fill();
                    context.closePath();
                    //绘制顶部渐变色光圈
                    var rGrd = context.createRadialGradient(0, 0.25, 0, 0, 0.25, 0.025);
                    rGrd.addColorStop(0, 'transparent');
                    rGrd.addColorStop(1, '#16eff7');
                    context.fillStyle = rGrd;
                    context.arc(0, 0.25, 0.025, 0, PI2, true);    //绘制一个圆圈
                    context.fill();

                }
            });

            //循环判断创建随机数选择创建粒子或者粒子条
            var i = 0;
            for (var ix = 0; ix < AMOUNTX; ix++) {
                for (var iy = 0; iy < AMOUNTY; iy++) {
                    var num = Math.random() - 0.1;
                    if (num > 0) {
                        particle = particles[i++] = new THREE.Particle(material);
                        console.log("material")
                    }
                    else {
                        particle = particles[i++] = new THREE.Particle(materialY);
                        console.log("materialY")
                    }
                    //particle = particles[ i ++ ] = new THREE.Particle( material );
                    particle.position.x = ix * SEPARATION - ((AMOUNTX * SEPARATION) / 2);
                    particle.position.z = iy * SEPARATION - ((AMOUNTY * SEPARATION) / 2);
                    scene.add(particle);
                }
            }

            renderer = new THREE.CanvasRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);
            container.appendChild(renderer.domElement);
            //document.addEventListener( 'mousemove', onDocumentMouseMove, false );
            //document.addEventListener( 'touchstart', onDocumentTouchStart, false );
            //document.addEventListener( 'touchmove', onDocumentTouchMove, false );
            window.addEventListener('resize', onWindowResize, false);
        }

        //浏览器大小改变时重新渲染
        function onWindowResize() {
            windowHalfX = window.innerWidth / 2;
            windowHalfY = window.innerHeight / 2;
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        function animate() {
            requestAnimationFrame(animate);
            render();
        }

        //将相机和场景渲染到页面上
        function render() {
            var i = 0;
            //更新粒子的位置和大小
            for (var ix = 0; ix < AMOUNTX; ix++) {
                for (var iy = 0; iy < AMOUNTY; iy++) {
                    particle = particles[i++];
                    //更新粒子位置
                    particle.position.y = (Math.sin((ix + count) * 0.3) * 50) + (Math.sin((iy + count) * 0.5) * 50);
                    //更新粒子大小
                    particle.scale.x = particle.scale.y = particle.scale.z = ((Math.sin((ix + count) * 0.3) + 1) * 4 + (Math.sin((iy + count) * 0.5) + 1) * 4) * 50;	//正常情况下再放大100倍*1200
                }
            }

            renderer.render(scene, camera);
            count += 0.1;
        }
    </script>
    @RenderSection("scripts", required: false)
</body>
</html>
